A* Pathfinding (E02: node grid)
🛈⏬Welcome to the second part in a series on pathfinding in Unity. In this episode we look at how to create the grid of nodes required to begin using the A* search algorithm - (explained in detail in part one: https://youtu.be/-L-WgKMFuhE?list=PLFt_AvWsXl0cq5Umv3pMC9SPnKjfp9eGW) Source code: https://github.com/SebLague/Pathfinding If you'd like to support these videos, you can do so with a recurring pledge on Patreon, or a one-time donation through PayPal. https://www.patreon.com/SebastianLague https://www.paypal.me/SebastianLagueWhat Engineers Found When They Tore Apart Tesla's Model 3
🛈⏬Oct.17 -- Tesla's Model 3 boasts the best technology and motor of any electric vehicle, but a team of engineers in Detroit say there's a major flaw in the car's design that's hurting Tesla's profit margins. Bloomberg Television's Ed Ludlow reports.The Coastline Paradox Explained
🛈⏬The first 755 people to sign up for Brilliant will get 20% off their premium subscription: https://brilliant.org/RealLifeLore/ Get the RealLifeLore book here: http://amzn.to/2ieJLyN Please Subscribe: http://bit.ly/2dB7VTO Music is by Brandon Maahs. Check out his website and music by clicking this link: http://www.brandonmaahs.com/audio-reel Animations courtesy of Josh Sherrington of Heliosphere: https://www.youtube.com/c/heliosphere Facebook: https://www.facebook.com/RealLifeLore/ Twitter: https://twitter.com/RealLifeLore1 Reddit: https://www.reddit.com/r/RealLifeLore/ Subreddit is moderated by Oliver Bourdouxhe Special thanks to my Patrons: Danny Clemens, Adam Kelly, Sarah Hughes, Greg Parham, Owen, Donna Videos explaining things. Mostly over topics like history, geography, economics and science. We believe that the world is a wonderfully fascinating place, and you can find wonder anywhere you look. That is what our videos attempt to convey. Currently, I try my best to release one video every week. Bear with me :) Sources and further reading: https://en.wikipedia.org/wiki/Coastline_paradox https://en.wikipedia.org/wiki/List_of_countries_by_length_of_coastline https://en.wikipedia.org/wiki/Minkowski%E2%80%93Bouligand_dimension https://en.wikipedia.org/wiki/Coast#Coastline_problem https://en.wikipedia.org/wiki/Sierpi%C5%84ski_curve https://en.wikipedia.org/wiki/List_of_U.S._states_by_coastline https://en.wikipedia.org/wiki/How_Long_Is_the_Coast_of_Britain%3F_Statistical_Self-Similarity_and_Fractional_Dimension https://en.wikipedia.org/wiki/Koch_snowflake https://en.wikipedia.org/wiki/FractalThese Ancient Relics Are So Advanced They Shouldn't Exist...
🛈⏬First 500 people get a free 2 month trial of Skillshare http://skl.sh/thoughty3 JOIN The PRIVATE Thoughty2 Club & Get Exclusive Perks! http://bit.ly/t2club SUBSCRIBE - New Video Every Two Weeks http://bit.ly/thoughty2 BECOME A PATRON and support Thoughty2: https://www.patreon.com/thoughty2 Thoughty2 Merchandise: https://shop.thoughty2.com/ Thoughty2 Facebook: http://bit.ly/thoughtyfb Thoughty2 Instagram: http://bit.ly/t2insta Thanks to The Patreon Research Team: David Davenport, Michael Mulligan, Jeff Li, Anais Namahoro, Noa15 Sorting Algorithms in 6 Minutes
🛈⏬Visualization and audibilization of 15 Sorting Algorithms in 6 Minutes. Sorts random shuffles of integers, with both speed and the number of items adapted to each algorithm's complexity. The algorithms are: selection sort, insertion sort, quick sort, merge sort, heap sort, radix sort (LSD), radix sort (MSD), std::sort (intro sort), std::stable_sort (adaptive merge sort), shell sort, bubble sort, cocktail shaker sort, gnome sort, bitonic sort and bogo sort (30 seconds of it). More information on the Sound of Sorting at http://panthema.net/2013/sound-of-sortingSo why do colliding blocks compute pi?
🛈⏬Solution to the block collision puzzle from last video. Special thanks to these viewers: http://3b1b.co/clacks-thanks Channel support comes from viewers, primarily via https://www.patreon.com/3blue1brown Many of you shared solutions, attempts, and simulations with me this last week. I loved it! Y'all are the best. Here are just two of my favorites. By a channel STEM cell: https://youtu.be/ils7GZqp_iE By Doga Kurkcuoglu: http://bilimneguzellan.net/bouncing-cubes-and-%CF%80-3blue1brown/ NY Times blog post about this problem: https://wordplay.blogs.nytimes.com/2014/03/10/pi/ The original paper by Gregory Galperin: https://www.maths.tcd.ie/~lebed/Galperin.%20Playing%20pool%20with%20pi.pdf I'm not sure if there is an original source fo the solution presented here since it's not the one from the Galperin paper. I found it independently, but certainly not first. I think it's the most natural approach one might take given the problem statement, as corroborated by the fact that one like this is referenced in the NYT wordplay blog linked above, as well as the fact that many solutions people sent my way in this last week had this flavor. If you want to contribute translated subtitles or to help review those that have already been made by others and need approval, you can click the gear icon in the video and go to subtitles/cc, then add subtitles/cc . I really appreciate those who do this, as it helps make the lessons accessible to more people. Music by Vincent Rubinetti. Download the music on Bandcamp: https://vincerubinetti.bandcamp.com/album/the-music-of-3blue1brown Stream the music on Spotify: https://open.spotify.com/album/1dVyjwS8FBqXhRunaG5W5u ------------------ 3blue1brown is a channel about animating math, in all senses of the word animate. And you know the drill with YouTube, if you want to stay posted on new videos, subscribe: http://3b1b.co/subscribe Various social media stuffs: Website: https://www.3blue1brown.com Twitter: https://twitter.com/3blue1brown Reddit: https://www.reddit.com/r/3blue1brown Instagram: https://www.instagram.com/3blue1brown_animations/ Patreon: https://patreon.com/3blue1brown Facebook: https://www.facebook.com/3blue1brownWhat is 5G? | CNBC Explains
🛈⏬5G is a new, faster network with the potential to completely transform the internet. So what makes it so revolutionary? CNBC’s Tom Chitty explains. ----- Subscribe to us on YouTube: http://cnb.cx/2wuoARM Subscribe to CNBC Life on YouTube: http://cnb.cx/2wAkfMv Like our Facebook page: https://www.facebook.com/cnbcinternational Follow us on Instagram: https://www.instagram.com/cnbcinternational/ Follow us on Twitter: https://twitter.com/CNBCiDo Performance Air Filters Actually Work?
🛈⏬Get the free RetailMeNot Genie browser extension and get the best deals online: http://bit.ly/2Px1Wlt Enter to win A $100 VISA Gift card by downloading the RetailMeNot Genie browser extension, and leaving a comment below about what deals you discover! Thanks to RetailMeNot for supporting my channel and sponsoring this video! Subscribe for new videos every Wednesday! - https://goo.gl/VZstk7 Performance air filters claim to increase horsepower and improve acceleration, but do they actually work? I took four air filters, included dirty & clean OE filters, a low cost aftermarket filter, and an expensive performance filter and put them to the test. To measure differences in horsepower and torque, each filter was put on a Mustang dynamometer, with multiple runs. A VBOX was used to measure real world acceleration differences. The idea behind performance air filters is that a less restrictive air filter means the engine doesn’t have to work as hard to bring in air. That means it’s more efficient, and makes more power. It could also mean the engine pulls in more air, and with more air, the engine can inject more fuel to make more power. Don't forget to check out my other pages below! Facebook: http://www.facebook.com/engineeringexplained Official Website: http://www.howdoesacarwork.com Twitter: http://www.twitter.com/jasonfenske13 Instagram: http://www.instagram.com/engineeringexplained Car Throttle: https://www.carthrottle.com/user/engineeringexplained EE Extra: https://www.youtube.com/channel/UCsrY4q8xGPJQbQ8HPQZn6iA NEW VIDEO EVERY WEDNESDAY!What's the fastest way to alphabetize your bookshelf? - Chand John
🛈⏬View full lesson: http://ed.ted.com/lessons/what-s-the-fastest-way-to-alphabetize-your-bookshelf-chand-john You work at the college library. You’re in the middle of a quiet afternoon when suddenly, a shipment of 1,280 books arrives. The books are in a straight line, but they're all out of order, and the automatic sorting system is broken. How can you sort the books quickly? Chand John shows how, shedding light on how algorithms help librarians and search engines speedily sort information. Lesson by Chand John, animation by Anton Trofimov.Agar.io - a fascinating bot
🛈⏬An agar.io bot at its best. It usually does not work that well. If you are interested in downloading the Bot: https://github.com/Apostolique/Agar.io-bot This was recorded live at http://www.twitch.tv/brunnernathan Here are some lazzy tags: agar.io, agario, bot, hack, gameplay8-Bits of Advice for New Programmers (The stuff they don't teach you in school!)
🛈⏬Coding is a wonderful hobby. It's challenging, rewarding and genuinely useful. I think it's harder today to start learning how to program, but easier to give it a go. Here are my 8 bits of advice for those wanting to take the leap![Ludum Dare #30] This Little Piggy: Behind the Scenes
🛈⏬Give it a go here: http://bit.ly/thislittlepiggyLD30 Created by: Sebastian Lague [https://twitter.com/SebastianLague] Daniel Snd [https://twitter.com/danielsound] Thiago Adamo [https://twitter.com/thiagotd] Event: Ludum Dare #30 Time: 72 hours Theme: Connected Worlds Standings (jam, all categories rated out of 5): #4 Humor 4.38 #5 Overall 4.35 #6 Fun 4.23 #18 Mood 4.14 #18 Graphics 4.57 #20 Audio 4.15 #41 Theme 3.99 #58 Innovation 3.81 Links: Daniel's art timelapse: http://youtu.be/jpgjoBiH9y0 Button Masher Bros: http://youtu.be/5Znax_1cyjU?t=13m25sTransistors - The Invention That Changed The World
🛈⏬Your free one month trial at The Great Courses Plus: http://ow.ly/4rN0303M45M Thank you to my patreon supporters: Adam Flohr, darth patron, Zoltan Gramantik, Josh Levent, Henning Basma, Mark Govea Patreon: https://www.patreon.com/user?u=2825050&ty=h Facebook: http://facebook.com/realengineering1 Instagram: https://www.instagram.com/brianjamesmcmanus Twitter: https://twitter.com/Fiosracht Music: Outro Music is The Catch by Maeson: https://soundcloud.com/maeson-1/tracks https://twitter.com/Maesonprod Intro Music: Infinite Perspective Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License Transistor Zoom: http://www.nisenet.org/catalog/media/zoom_microchip_videoAlgorithms Are Taking Over The World: Christopher Steiner at TEDxOrangeCoast
🛈⏬Christopher Steiner is the author of Automate This (2012) and $20 Per Gallon, a New York Times Bestseller (2009). He is a cofounder at Aisle50, a Y Combinator company that sells grocery deals through the Web. Before starting Aisle50 in 2011, Steiner was a senior writer covering technology at Forbes magazine for seven years. His writing has also appeared in The Wall Street Journal, the Chicago Tribune, Fast Company, MIT Technology Review and Skiing Magazine. He holds an engineering degree from the University of Illinois at Urbana-Champaign and a masters in journalism from Northwestern University. Steiner lives in Evanston, Ill., with his family. About TEDx. TEDx was created in the spirit of TED's mission, ideas worth spreading. The program is designed to give communities, organizations and individuals the opportunity to stimulate dialogue through TED-like experiences at the local level. At TEDx events, a screening of TEDTalks videos -- or a combination of live presenters and TEDTalks videos -- sparks deep conversation and connections. TEDx events are fully planned and coordinated independently, on a community-by-community basis4. Search: Depth-First, Hill Climbing, Beam
🛈⏬MIT 6.034 Artificial Intelligence, Fall 2010 View the complete course: http://ocw.mit.edu/6-034F10 Instructor: Patrick Winston This lecture covers algorithms for depth-first and breadth-first search, followed by several refinements: keeping track of nodes already considered, hill climbing, and beam search. We end with a brief discussion of commonsense vs. reflective knowledge. License: Creative Commons BY-NC-SA More information at http://ocw.mit.edu/terms More courses at http://ocw.mit.eduA* (A Star) Search Algorithm - Computerphile
🛈⏬Improving on Dijkstra, A* takes into account the direction of your goal. Dr Mike Pound explains. Correction: At 8min 38secs 'D' should, of course, be 14 not 12. This does not change the result. Dijkstra's Algorithm: https://youtu.be/GazC3A4OQTE How GPS Works: https://youtu.be/EUrU1y5is3Y http://www.facebook.com/computerphile https://twitter.com/computer_phile This video was filmed and edited by Sean Riley. Computer Science at the University of Nottingham: http://bit.ly/nottscomputer Computerphile is a sister project to Brady Haran's Numberphile. More at http://www.bradyharan.comMachine Learning for Flappy Bird using Neural Network & Genetic Algorithm
🛈⏬Read the complete tutorial about how to implement a machine learning algorithm for the Flappy Bird video game here: http://www.askforgametask.com/tutorial/machine-learning-algorithm-flappy-bird This video shows a creation of an artificial intelligence controller for the Flappy Bird game using neural networks and a genetic algorithm. The program is written in HTML5 using Phaser framework (http://phaser.io/). There is also used Synaptic Neural Network library (https://synaptic.juancazala.com/) to implement entire artificial neural network instead of making a new one from the scratch. Download source code here: https://github.com/ssusnic/Machine-Learning-Flappy-Bird ----------------------------------------------------------------- According to Arthur Samuel, machine learning is the science of getting computers to act without being explicitly programmed. It is a fine tuning process of learning that incrementally improves an initial random system. The form of machine learning implemented in this program uses a genetic algorithm to train artificial neural networks. The birds are learning how to flap optimally in order to fly safely through barriers as long as possible. The main concept is based on these 3 steps: 1. creating the initial population of 10 birds randomly 2. learning as the game is being played 3. applying natural evolution to form the next improved population ----------------------------------------------------------------- To play the game, each bird has its own neural network consisted of the next 3 layers: 1. an input layer with 2 neurons representing what a bird sees: - horizontal distance to the closest gap - height difference to the closest gap 2. a hidden layer with 6 neurons 3. an output layer with 1 neuron to perform flap if its value is greater than 0.5 ----------------------------------------------------------------- To measure the quality of birds and select the best ones, for each bird is calculated its fitness function in this way: - reward a bird by its total traveled distance - penalize a bird by its current distance to the closest gap When the entire population is dead, the fittest four birds are selected to breed a new population by using genetic algorithm operators: selection, crossover and mutation. ----------------------------------------------------------------- Visit us: http://www.askforgametask.com Like us: https://www.facebook.com/askforgametask Follow us: https://twitter.com/ssusnic Music: Bedtime Tune by Jay Man http://www.ourmusicbox.comA* pathfinding for beginners implementation (theory)
🛈⏬This was made for the very useful implementation given here: http://homepages.abdn.ac.uk/f.guerin/pages/teaching/CS1013/practicals/aStarTutorial.htm Credit for that belongs to Patrick Lester. Please read the article before watching the video. This video does not cut corners in the algorithm. Video is made for Games Programming students in the Computer Systems Engineering department in TUT.🖥️ Making A Game in 48 Hours!
🛈⏬PATREON: https://www.patreon.com/Jabrils SUBSCRIBE FOR MORE SEFD SCIENCE: http://sefdstuff.com/science Table Of Contents ----- 0:00 - Intro 0:23 - What is a 48 Hour Game Jam? 1:05 - Day 1 2:08 - Game Jam Theme 2:49 - My Game Idea 2:25 - Team Game idea 5:14 - Our Team 5:55 - Day 2 6:13 - My feature broke 7:05 - Disaster Hit 7:49 - Day 3 8:21 - Our Completed Game 8:51 - Game Jam Showcase 9:44 - Conclusion 10:05 - End Please follow me on social networks: twitter: http://sefdstuff.com/twitter instagram: http://sefdstuff.com/insta reddit: https://www.reddit.com/r/SEFDStuff/ facebook: http://sefdstuff.com/faceb Mentions ----- Super Haystack Challenge - https://gamejolt.com/games/super-haystack-challenge/217553 Creeper World - https://knucklecracker.com/creeperworld/playcwts.php Tower Rescue (Our GGJ Game) - https://gamejolt.com/games/towerrescue/318476 Tower Rescue Open Source - turns out max Github file is 100MB this project got to 1GB, it may not get uploaded REMEMBER TO ALWAYS FEED YOUR CURIOSITY #GameDev #IndieGame #Unity3DTuring & The Halting Problem - Computerphile
🛈⏬Alan Turing almost accidentally created the blueprint for the modern day digital computer. Here Mark Jago takes us through The Halting Problem. Turing Machines Explained: https://youtu.be/dNRDvLACg5Q Busy Beaver: https://youtu.be/CE8UhcyJS0I VR Simulator: http://youtu.be/Lm0lA0enPSk What on Earth is Recursion?: http://youtu.be/Mv9NEXX1VHc Thanks to Assistant Professor Mark Jago of the University of Nottingham. http://www.facebook.com/computerphile https://twitter.com/computer_phile This video was filmed and edited by Sean Riley. Computer Science at the University of Nottingham: http://bit.ly/nottscomputer Computerphile is a sister project to Brady Haran's Numberphile. See the full list of Brady's video projects at: http://bit.ly/bradychannelsA* Pathfinding Tutorial
🛈⏬In this tutorial I teach the basics of how the astar pathfinding algorithm works. The introduction effect is a free template from Bus Productions. http://www.youtube.com/watch?v=Co-CuKfnxEw&feature=related The introduction sound clip (SFX Bible ss03612) was downloaded from soundsnap.com and used under their royalty free license.16 Sorts - Disparity Loop
🛈⏬In this visualization, the distance of each vertex from the center is determined by how correct of a position that number is in. For example, if the number 1 is in the middle of the array, it will produce a very short line, as it is supposed to be the first element in the array. However, if the number 1 is near the beginning or end of the array, it will produce a much longer line. This means that, when fully sorted, every vertex will be at its max distance, and a loop will be produced.Crowd Behaviours on a Dynamic Navmesh in Unity Part 1
🛈⏬Discount Coupon for Full Course: https://www.udemy.com/artificial-intelligence-in-unity/?couponCode=AIWITHME In this two part tutorial I will show you how to setup a Navmesh in Unity to create a crowd simulation. This is just one of the techniques I step through and explain in my NPC Programming Course coming soon to Udemy. Sign up for early bird discounts at http://www.holistic3d.com/udemyDijkstra's Algorithm vs. A* Search vs. Concurrent Dijkstra's Algorithm
🛈⏬A comparison of two traditional grid based path planning algorithms against a novel concurrent version of Dijkstra's algorithm. This video is aimed at comparing the algorithms from a theoretical point of view. An implementation of the concurrent algorithm in OpenGL+GLSL has recently surpassed the sequential CPU based algorithms due to advances in the number of shader processors in modern GPUs and the improving up and down data bus transfer rates between CPU and GPU based memory. S. Cossell and J. Guivant, Parallel evaluation of a spatial traversability cost function on GPU for efficient path planning, Journal of Intelligent Learning Systems and Applications, Vol. 3, No. 4, pp. 191-200, November 2011. (DOI: 10.4236/jilsa.2011.34022)6. Search: Games, Minimax, and Alpha-Beta
🛈⏬MIT 6.034 Artificial Intelligence, Fall 2010 View the complete course: http://ocw.mit.edu/6-034F10 Instructor: Patrick Winston In this lecture, we consider strategies for adversarial games such as chess. We discuss the minimax algorithm, and how alpha-beta pruning improves its efficiency. We then examine progressive deepening, which ensures that some answer is always available. License: Creative Commons BY-NC-SA More information at http://ocw.mit.edu/terms More courses at http://ocw.mit.eduUnderstanding Goal-Based Vector Field Pathfinding
🛈⏬In this tutorial, Sidney Durant explains vector field pathfinding and its advantages over more traditional pathfinding algorithms, such as Dijkstra's. Read the tutorial: http://gamedev.tutsplus.com/tutorials/implementation/goal-based-vector-field-pathfindingCoding Challenge 51.1: A* Pathfinding Algorithm - Part 1
🛈⏬In this Coding Challenge, I attempt an implementation of the A* pathfinding algorithm to find the optimal path between two points in a 2D grid. I begin by explaining the mechanics of how the algorithm works, look at pseudo-code, and then write the algorithm in JavaScript using the p5.js library for rendering. Part 2 focuses on adding obstacles (walls) to the grid as well as functionality for moving diagonally. . In Part 3, I look at ways to improve the visual design and invite you to put your own spin on it. Part 2: https://youtu.be/EaZxUCWAjb0 Part 3: https://youtu.be/jwRT4PCT6RU Online demo: https://codingtrain.github.io/AStar/ Code: https://github.com/CodingTrain/AStar To see the whole unedited version of this challenge: https://www.youtube.com/watch?v=S4yQYiAECnM&t=34m50s Support this channel on Patreon: https://patreon.com/codingtrain Send me your questions and coding challenges!: https://github.com/CodingTrain/Rainbow-Topics Contact: https://twitter.com/shiffman A* Algorithm on Wikipedia: https://en.wikipedia.org/wiki/A*_search_algorithm Artificial Intelligence: A Modern Approach: http://aima.cs.berkeley.edu/ My Maze Generation Coding Challenge: https://www.youtube.com/watch?v=HyK_Q5rrcr4 Source Code for the all Video Lessons: https://github.com/CodingTrain/Rainbow-Code p5.js: https://p5js.org/ Processing: https://processing.org For More Coding Challenges: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6ZiZxtDDRCi6uhfTH4FilpH For an Intro to Programming using p5.js: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6Zy51Q-x9tMWIv9cueOFTFA Help us caption & translate this video! http://amara.org/v/2el5/What's an algorithm? - David J. Malan
🛈⏬View full lesson: http://ed.ted.com/lessons/your-brain-can-solve-algorithms-david-j-malan An algorithm is a mathematical method of solving problems both big and small. Though computers run algorithms constantly, humans can also solve problems with algorithms. David J. Malan explains how algorithms can be used in seemingly simple situations and also complex ones. Lesson by David J. Malan, animation by enjoyanimation.Path Planning - A* (A-Star)
🛈⏬A tricky one to do a video about this, but here is an tutorial implementation of the A* path finding algorithm, programmed in C++, running at the command prompt. Lol, forgot the source: https://github.com/OneLoneCoder/videos/blob/master/OneLoneCoder_PathFinding_AStar.cpp Blog: www.onelonecoder.comPath Finding Algorithm [A* Algorithm]
🛈⏬I demonstrate how the A* algorithm works, how I implemented it, and show some interesting findings that I discovered along the way! ---------------------------------------------------------------------------------------------------------------- Thanks for watching! Please leave your comments below, I'd love to hear them! I should have my next video up next week! ---------------------------------------------------------------------------------------------------------------- Music: www.bensound.comStep-by-Step: A Star Search
🛈⏬CS188 Artificial Intelligence UC Berkeley, Spring 2013 Instructor: Prof. Pieter AbbeelAI Theory - 001 - Basics - Path Finding - BFS, Dijkstra, A*
🛈⏬I had seen that recently many people on Unity community started implementing and explaining Path finding using A* but almost every one of those explanations lack the true learning path for the theory. In this new series, I will teach you the base Theory on every aspect of AI, we won't do any coding but we will present pseudo codes. If you don't understand the underlying theories, you will never implement a good working code ever. The link to my website : www.unityai.netA* Pathfinding (E03: algorithm implementation)
🛈⏬Welcome to the third part in a series on pathfinding in Unity. In this episode we implement the A* search algorithm (explained in detail in part one: https://youtu.be/-L-WgKMFuhE?list=PLFt_AvWsXl0cq5Umv3pMC9SPnKjfp9eGW) Source code: https://github.com/SebLague/Pathfinding If you'd like to support these videos, you can do so with a recurring pledge on Patreon, or a one-time donation through PayPal. https://www.patreon.com/SebastianLague https://www.paypal.me/SebastianLaguePathfinding Algorithms
🛈⏬http://dperrysvendsen.wordpress.com/2014/12/05/pathfinding-algorithms/ This program was originally built to demonstrate the relative efficiency of different pathfinding algorithms in finding the shortest path between two points on a map. Three algorithms are built in: • Breadth-first search, an algorithm traditionally used to navigate small, enclosed areas. • Best-first search, an algorithm generally better suited to more open environments with fewer obstacles. • A* search, a somewhat more complex algorithm designed to intelligently dodge obstacles. To represent the map, the program uses a grid of nodes, in which each node has up to four traversable edges: up, down, left and right. One node is designated the root node, and another the target node. In addition, a node can be marked as impassable, effectively creating an obstacle around which an algorithm must navigate. In order to generate a path, each algorithm utilises an open set, a collection of nodes representing the boundary of an increasing search area. The algorithm gradually expands the search area by evaluating one node at a time from its open set. Evaluating a node involves first checking if it is the target node – if this is the case, a path has been found and the algorithm terminates. Failing this, the node is removed from the open set and marked as visited so that is will not be re-added (this prevents the algorithm from generating loops). Finally, each of the nodes immediate unvisited neighbours are added to the open set. Crucially, for each of these neighbouring nodes, the current node is marked as their predecessor. This search area continues to expand until either it reaches the target node (meaning a path was been found), or there are no new nodes to evaluate (meaning no path was found). If a path is found, it is then reconstructed based on the predecessor of each node, starting from the target node, and continuing until the root node is reached. The difference between each algorithm lies in how they decide the order in which the Nodes in the open set are evaluated. • Breadth-first search uses a Queue, which functions much like a real-world queue in ensuring that Nodes are evaluated in the same order they were added. • Best-first search uses a List, assigning each Node a heuristic value based on its estimated distance from the target node, not taking into account any obstacles. This value is simply the rectilinear distance, or the sum of the horizontal and vertical offsets, between the two points. The Node with the lowest heuristic value is then chosen to be evaluated. • A* search also uses a List, and also assigns each Node a heuristic value. However, it adds this heuristic value to the cumulative cost (the path length) to generate the Node’s f-score. The Node with the lowest f-score is then chosen to be evaluated.A* Pathfinding Tutorial
🛈⏬____PLEASE READ_____ I made a flaw in the explanation of the logic. In step 3 (Pick block with lowest F), I infered that the block must be adjacent to the current block, however the lowest F is picked from all blocks that have been processed but that have not yet been closed. Thus the backtracking I did at 9:40 isn't necessary since your evaluating the same list of Fs no matter what your current node is. If I had done this correctly I would have ended up checking several more nodes. At 12:28 I ended up selecting a node with a F of 68 however there were several options with a F of 60 that I should have chosen. ______________________ In this video I'll be showing you how A* Path Finding algorithms work. This is very useful when programming AI in games. Here's the link to the tutorial I mentioned http://www.policyalmanac.org/games/aStarTutorial.htm3D Rendering with Binary Space Partitions
🛈⏬Another project I did for school. There are no code examples here, but this illustrates the basic concepts behind a first-person 3D rendering engine.Mathematics of Machine Learning
🛈⏬Do you need to know math to do machine learning? Yes! The big 4 math disciplines that make up machine learning are linear algebra, probability theory, calculus, and statistics. I'm going to cover how each are used by going through a linear regression problem that predicts the price of an apartment in NYC based on its price per square foot. Then we'll switch over to a logistic regression model to change it up a bit. This will be a hands-on way to see how each of these disciplines are used in the field. Code for this video (with coding challenge): https://github.com/llSourcell/math_of_machine_learning Please Subscribe! And like. And comment. That's what keeps me going. Want more education? Connect with me here: Twitter: https://twitter.com/sirajraval Facebook: https://www.facebook.com/sirajology instagram: https://www.instagram.com/sirajraval Sign up for the next course at The School of AI: http://theschool.ai/ More learning resources: https://towardsdatascience.com/the-mathematics-of-machine-learning-894f046c568 https://ocw.mit.edu/courses/mathematics/18-657-mathematics-of-machine-learning-fall-2015/ https://www.quora.com/How-do-I-learn-mathematics-for-machine-learning https://courses.washington.edu/css490/2012.Winter/lecture_slides/02_math_essentials.pdf Join us in the Wizards Slack channel: http://wizards.herokuapp.com/ And please support me on Patreon: https://www.patreon.com/user?u=3191693 Signup for my newsletter for exciting updates in the field of AI: https://goo.gl/FZzJ5wCoding Challenge #13: Reaction Diffusion Algorithm in p5.js
🛈⏬In this Coding Challenge, I use the p5.js library to make a visual representation of the Reaction Diffusion Algorithm. Support this channel on Patreon: https://patreon.com/codingtrain Send me your coding challenges! Contact: https://twitter.com/shiffman Links discussed in this video: Nature of Code class on Kadenze: https://www.kadenze.com/courses/the-nature-of-code/info Karl Sims' Reaction Diffusion Tutorial: http://karlsims.com/rd.html 2D Array Tutorial: https://processing.org/tutorials/2darray/ Source Code for this challenge: Processing: https://github.com/CodingTrain/website/tree/master/CodingChallenges/CC_013_ReactionDiffusion p5.js: https://github.com/CodingTrain/website/tree/master/CodingChallenges/CC_013_ReactionDiffusion_p5.js p5.js: https://p5js.org/ Processing: https://processing.org For More Coding Challenges: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6ZiZxtDDRCi6uhfTH4FilpHA* Pathfinding (E04: heap optimization)
🛈⏬Welcome to part 4! In this episode we make our algorithm run much faster by creating a data structure called a heap. Source code: https://github.com/SebLague/Pathfinding If you'd like to support these videos, you can do so with a recurring pledge on Patreon, or a one-time donation through PayPal. https://www.patreon.com/SebastianLague https://www.paypal.me/SebastianLagueBiomedical & Industrial Engineering: Crash Course Engineering #6
🛈⏬We’ve discussed the four main branches of engineering but there are so many other fields doing important work, so today we’re going to explore a few of them. In this episode we’ll explore some of the history and fundamentals of industrial engineering, biomedical engineering, and bioengineering. Crash Course Engineering is produced in association with PBS Digital Studios: https://www.youtube.com/playlist?list=PL1mtdjDVOoOqJzeaJAV15Tq0tZ1vKj7ZV *** RESOURCES: https://www.livescience.com/47702-aerospace-engineering.html https://www.egr.msu.edu/undergraduate/academics/programs/aesjob http://educatingengineers.com/degrees/applied-engineering https://www.bls.gov/ooh/architecture-and-engineering/industrial-engineers.htm http://mime.oregonstate.edu/what-do-industrial-engineers-do https://www.autodesk.com/redshift/lights-out-manufacturing/ https://www.automationworld.com/article/technologies/robotics/turning-out-lights-factory-floor https://www.britannica.com/biography/Frederick-W-Taylor http://www.mtu.edu/biomedical/department/what-is/ https://www.britannica.com/technology/bioengineering https://www.livescience.com/59581-ancient-prosthetic-toe-found-in-egyptian-grave.html https://www.smithsonianmag.com/smart-news/study-reveals-secrets-ancient-cairo-toe-180963783/ https://www.britannica.com/biography/Rene-Laennec https://www.ncbi.nlm.nih.gov/pmc/articles/PMC1570491/ https://www.britannica.com/biography/Wilhelm-Rontgen https://www.seas.upenn.edu/about-seas/history.php https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2962861/ https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4537472/ https://www.sciencedirect.com/science/article/pii/S014296121301569X *** Crash Course is on Patreon! You can support us directly by signing up at http://www.patreon.com/crashcourse Thanks to the following Patrons for their generous monthly contributions that help keep Crash Course free for everyone forever: Mark Brouwer, Glenn Elliott, Justin Zingsheim, Jessica Wode, Eric Prestemon, Kathrin Benoit, Tom Trval, Jason Saslow, Nathan Taylor, Divonne Holmes à Court, Brian Thomas Gossett, Khaled El Shalakany, Indika Siriwardena, SR Foxley, Sam Ferguson, Yasenia Cruz, Eric Koslow, Caleb Weeks, Tim Curwick, Evren Türkmenoğlu, D.A. Noe, Shawn Arnold, Ruth Perez, Malcolm Callis, Ken Penttinen, Advait Shinde, Cody Carpenter, Annamaria Herrera, William McGraw, Bader AlGhamdi, Vaso, Melissa Briski, Joey Quek, Andrei Krishkevich, Rachel Bright, Alex S, Mayumi Maeda, Kathy & Tim Philip, Montather, Jirat, Eric Kitchen, Moritz Schmidt, Ian Dundore, Chris Peters, Sandra Aft -- Want to find Crash Course elsewhere on the internet? Facebook - http://www.facebook.com/YouTubeCrashCourse Twitter - http://www.twitter.com/TheCrashCourse Tumblr - http://thecrashcourse.tumblr.com Support Crash Course on Patreon: http://patreon.com/crashcourse CC Kids: http://www.youtube.com/crashcoursekidsCoding Challenge #77: Recursion
🛈⏬In this coding challenge, I explore the concept of recursion to create fractal patterns in JavaScript HTML5 canvas with the p5.js library. Support this channel on Patreon: https://patreon.com/codingtrain To buy Coding Train merchandise: https://www.designbyhumans.com/shop/codingtrain/ To Support the Processing Foundation: https://processingfoundation.org/support Send me your questions and coding challenges!: https://github.com/CodingTrain/Rainbow-Topics Contact: Twitter: https://twitter.com/shiffman The Coding Train website: http://thecodingtrain.com/ Links discussed in this video: Benoit Mandlebrot's The Fractal Geometry of Nature: http://amzn.to/2xiVwht Fractal Trees - Recursive: https://youtu.be/0jjeOYMjmDU My playlist on fractals and recursion: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6bXUJvjnMWGU5SmjhI-OXef Source Code for the all Video Lessons: https://github.com/CodingTrain/Rainbow-Code p5.js: https://p5js.org/ Processing: https://processing.org For More Programming with Text videos: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6YrbSJBg32eTzUU50E2B8Ch For More Coding Challenges: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6ZiZxtDDRCi6uhfTH4FilpH For an Intro to Programming using p5.js: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6Zy51Q-x9tMWIv9cueOFTFA Help us caption & translate this video! https://amara.org/v/bMxm/2D Tutorial - A* Pathfinding Project
🛈⏬A simple tutorial on how to configure 2D pathfinding for you game. Read more here: http://arongranberg.com/astar/docs/pathfinding-2d.phpDynamic Programming / Flood Fill Algorithm
🛈⏬https://sites.google.com/site/mbbackus/robotics/nanomouse/playlistStep by Step: Alpha Beta Pruning
🛈⏬CS188 Artificial Intelligence UC Berkeley, Spring 2013 Instructor: Prof. Pieter AbbeelWhat is the Minimax Algorithm? - Artificial Intelligence
🛈⏬The minimax algorithm is one of the oldest artificial intelligence algorithms ever. It uses a simple zero sum rule to find which player will win from a current position. This is arguably the most powerful and basic tool for building game playing artificial intelligence. It captures the intentions of two player games fighting against one another. Minimax is the foundation for algorithms like alpha-beta pruning and iterative deepening. Engines like deep blue use optimized versions of minimax to play chess, while other computer programs have also been successful at playing games with minimax. Source Code (Complicated, glance over the evaluate function to get a gist): https://github.com/gkcs/ChainReaction/blob/master/src/main/java/main/java/MinMax.java #minimax #minmax #game-treePathfinding
🛈⏬http://kaalus.wordpress.com http://twitter.com/#!/CandyRufusGames Survivalcraft is a sandbox survival game for mobile devices set in an infinite block world.A* Algorithm
🛈⏬Artificial Intelligence by Prof. Deepak Khemani,Department of Computer Science and Engineering,IIT Madras.For more details on NPTEL visit http://nptel.ac.inA* Algorithm |A* Algorithm example
🛈⏬A* Algorithm |A* Algorithm exampleWhat on Earth is Recursion? - Computerphile
🛈⏬Audible Free Book: http://www.audible.com/computerphile Recursion; like something from the film Inception . Even Professor Brailsford says it can be hard to get your head around - watch him make it much easier to understand... EXTRA BITS: http://youtu.be/0pncNKHj-Sc Opening up the Original Mac: http://youtu.be/wFJrHuSXnZM http://www.facebook.com/computerphile https://twitter.com/computer_phile This video was filmed and edited by Sean Riley. Computer Science at the University of Nottingham: http://bit.ly/nottscomputer Computerphile is a sister project to Brady Haran's Numberphile. See the full list of Brady's video projects at: http://bit.ly/bradychannels

A* Pathfinding (E01: algorithm explanation)

Welcome to the first part in a series teaching pathfinding for video games. In this episode we take a look at the A* algorithm and how it works. Some great A* learning resources: http://theory.stanford.edu/~amitp/GameProgramming/ http://www.policyalmanac.org/games/aStarTutorial.htm Source code: https://github.com/SebLague/Pathfinding If you'd like to support these videos, you can make a recurring monthly donation (cancellable at any time) through Patreon: http://bit.ly/sebPatreon Or a once-off donation through PayPal: http://bit.ly/SupportGamedevTutorials Background music is 32. The Hidden Path by longzijun.